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Viewports, DPI: Renamed config flags. (#1542)
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14
imgui.h
14
imgui.h
@ -798,10 +798,10 @@ enum ImGuiConfigFlags_
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ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility.
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// [BETA] Viewports
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ImGuiConfigFlags_EnableViewports = 1 << 10, // Viewport enable flags (require both ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends)
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ImGuiConfigFlags_EnableDpiScaleViewports = 1 << 11,
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ImGuiConfigFlags_EnableDpiScaleFonts = 1 << 12,
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ImGuiConfigFlags_NoTaskBarIconsForViewports = 1 << 13,
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ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends)
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ImGuiConfigFlags_ViewportsNoTaskBarIcons = 1 << 11, // Disable task bars icons for all secondary viewports (will set ImGuiViewportFlags_NoTaskBarIcon on them)
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ImGuiConfigFlags_DpiEnableScaleViewports = 1 << 12,
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ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 13,
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// User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
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ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
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@ -1875,8 +1875,8 @@ struct ImFont
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// - if you are new to dear imgui and trying to integrate it into your engine, you should probably ignore this for now.
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//-----------------------------------------------------------------------------
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// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports) is enabled
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// This is designed so we can mix and match two imgui_impl_xxxx files, one for the Platform (~ Windowing), one for Renderer.
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// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) is enabled
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// This is designed so we can mix and match two imgui_impl_xxxx files, one for the Platform (~window handling), one for Renderer.
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// Custom engine back-ends will often provide both Platform and Renderer interfaces and thus may not need to use all functions.
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// Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way.
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// RenderPlatformWindowsDefault() basically iterate secondary viewports and call Platform+Renderer's RenderWindow then Platform+Renderer's SwapBuffers,
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@ -1924,7 +1924,7 @@ enum ImGuiViewportFlags_
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ImGuiViewportFlags_NoDecoration = 1 << 0, // Platform Window: Disable platform title bar, borders, etc.
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ImGuiViewportFlags_NoFocusOnAppearing = 1 << 1, // Platform Window: Don't take focus when created.
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ImGuiViewportFlags_NoInputs = 1 << 2, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
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ImGuiViewportFlags_NoTaskBarIcon = 1 << 3, // Platform Window: Disable platform task bar icon (for popups, menus, or all windows if ImGuiConfigFlags_NoTaskBarIconsForViewports if set)
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ImGuiViewportFlags_NoTaskBarIcon = 1 << 3, // Platform Window: Disable platform task bar icon (for popups, menus, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcons if set)
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ImGuiViewportFlags_NoRendererClear = 1 << 4 // Platform Window: Renderer doesn't need to clear the framebuffer ahead.
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};
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